Human pacing & replayability tests
The new pacing, Shield/Armor defense and build-identity systems are engineering-verified. Normal-speed human sessions now need to prove that they are clear, fun and worth replaying.
Items can move as testing changes what matters. “Exploring” is explicitly not a commitment.
The new pacing, Shield/Armor defense and build-identity systems are engineering-verified. Normal-speed human sessions now need to prove that they are clear, fun and worth replaying.
Difficulty is provisional after large changes to decision time, spawn cadence and defense. Fresh evidence is required before the current curve is treated as stable.
Desktop frame-time engineering is substantially improved. Real Android hardware remains the next acceptance gate for sustained performance, thermals and readability.
Make enemy and boss pressure more legible and strategically distinct so builds answer different threats instead of simply racing a wall of hit points.
Audit remaining low-impact timing and stat upgrades so purchases create understandable power spikes instead of small filler decisions.
Validate touch targets, thermals, frame pacing, readability and battery behavior across representative Android hardware.
Add more encounter and build variety only after the current core loop proves that existing systems create memorable, replayable runs.
Additional prototypes should introduce new combat geometry and build questions, not just larger damage numbers.
Optional run constraints for experienced players are being considered, but are not committed to the roadmap.